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Cinder City builds its character system around pre-built hero archetypes rather than a fully custom-created player avatar. Instead of choosing a blank class and assigning every stat point and skill from scratch, players select one of a set of ready-made heroes, each with a hand-crafted campaign and distinct role on the battlefield. The design keeps the focus on how a hero plays in the moment, leaning on the game's open-world MMO tactical shooter foundation where positioning, gunplay, and squad coordination matter as much as raw numbers.
Hero Roster at Launch
BigFire Games CEO Bae Jaehyun has confirmed that approximately seven to nine playable heroes will be available at launch, with the design originally scoped around five or six and expanded as each hero's campaign grew larger than planned. Most heroes remain unannounced, but four have been named publicly so far, and roughly eleven appear across the concept artwork shown to date.
Hero | Role | First Shown | Notes |
|---|---|---|---|
Seven | Knight (exosuit) campaign lead | Gamescom 2025 | Carries the playable demo. Searches for a missing daughter across a roughly 5 to 6 hour campaign whose ending intentionally moves into the open world. |
Angel | Hero (role unconfirmed) | NC Cinema trailer, November 14, 2025 | Revealed in the closing shot of the four-hero-versus-giant-boss trailer. |
Arang | Hero (role unconfirmed) | G-STAR 2025 | Name revealed in G-STAR 2025 coverage. Role, kit, and abilities have not been detailed. |
Zaiper | Hero (role unconfirmed) | G-STAR 2025 | Name revealed in G-STAR 2025 coverage. Role, kit, and abilities have not been detailed. |
Beyond Seven, Angel, Arang, and Zaiper, Bae has indicated the roster will mix several archetypes including a sniper, a healer, a drone operator, and a robot character. One hero is also confirmed to wield a long blade as their Ultimate skill, distinguishing them from the gun-focused majority. Exact names, kits, and stats for the remaining heroes have not been revealed.
Tactical Gear, Not the Trinity
Cinder City explicitly does not follow the traditional MMO tank, healer, and damage trinity. Instead, each hero's role emerges from the tactical gear they equip. Two categories exist: shared tactical gear that any hero can use, and character-exclusive tactical gear unique to a specific hero. Players can therefore build different roles by swapping loadout pieces around. Skills shown so far include a personal energy shield, a salvo of homing missiles, a barrier-style shield dome, a projectile-hijack that redirects incoming fire, and a supply-call that drops ammo and grenades.
Skill Trees and Progression
Heroes specialize through skill trees, which Bae has confirmed will be present. Crucially, character progression is described as secondary to weapon progression in Cinder City: “weapon upgrade is the main progression, character is secondary,” in the studio's framing. Skills function as gear pieces rather than passives, so a player's effective kit changes most when they swap tactical gear rather than when they spend points.
Character Customization
There is no full character creation. Players select a pre-built hero and customize cosmetic elements only: color, hair, and skin options have been confirmed. A transmog-style feature that lets players modify the look of a piece of gear while keeping its stats is planned, though Bae has noted it may or may not be present at launch.
What Is Confirmed and What Is Not
Aspect | Status |
|---|---|
System type | Pre-built hero archetypes (confirmed) |
Number of heroes at launch | Approximately 7 to 9 (originally planned 5 to 6, expanded during development) |
Named heroes | Seven, Angel, Arang, Zaiper |
Role model | Tactical-gear loadout (shared + character-exclusive) instead of tank/healer/DPS trinity |
Skill trees | Yes |
Character creation | No, cosmetic-only customization (color, hair, skin) |
Transmog | Planned, may or may not ship at launch |
Main progression axis | Weapon upgrades; character growth secondary |
Heroes in a Squad
The hero system is closely tied to how the game handles cooperative play. Because Cinder City supports playing solo or alongside a squad, the variety across archetypes is expected to encourage teams that mix complementary heroes. A balanced group can cover more situations than a stack of identical roles, which feeds directly into the structure described on the Co-Op and Multiplayer page. Each hero's strengths also flow from the game's Combat and Gunplay, since a tactical shooter rewards heroes who can capitalize on positioning, range, and timing.
For a wider look at how heroes fit into the moment-to-moment loop of missions, fields, and bosses, see the Gameplay Overview. As the roster is officially unveiled in the run-up to release, this page will be updated with named heroes, their roles, and their confirmed abilities.